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Legionwood 2: Volume One features a character advancement system focused around equippable classes and sub classes, available through the use of Yanfly Engine Ace.

This system is designed to preserve the high degree of character customisation that was an important feature in Legionwood: Tale of the Two Swords while also providing some sort of structure to build your characters around, which wasn't present in the first game. This means that character advancement in Legionwood 2 is still flexible but easier for less skilled players to utilise correctly.

In Legionwood 2, characters' attributes are determined by their class. By using the "Class" option in the menu screen, you can switch your characters classes at will. Each character is able to equip up to two classes -- a Main Class and an optional Sub Class.

Your character's Main Class determines their current stat growth pattern, the types of equipment they are proficient with and the Techs they are able to use. However, by equipping a Sub Class, your character also gains access to the Techs that can be used by that class (for example, a Warrior with a Magus Sub Class is able to use both Warrior and Magus techs) but they receive a 10% penalty to their stats in order to offset the extra versatility.

In brief, the system follows this process:
1. Equip a Main Class to determine attributes and primary Tech category.
2. Equip an optional Sub Class to determine secondary Tech category.
3. Incur small statistical penalty for using a Sub Class.

Using this method, tons of possible character builds can be generated and over 80 different party configurations are available.

There are eight classes in Legionwood 2, with the first five unlocked from the start of the adventure.

  • Warrior- Uses Techs of a physical nature and can buff Attack. Warrior characters have the highest Attack of all classes and also boast decent Defense and HP.

  • Rogue- Can steal items in battle and uses Techs that inflict status conditions. Rogue characters have a higher Agility value than any other class and are also able to wield two weapons instead of one.

  • Gunner- Can study enemies to reveal their weak points and uses Techs that are focused on hindering foes. Boasts excellent Luck and Evasion and lands critical hits often.

  • Magus- A powerful student of magic. Uses magical Techs that inflict elemental damage. While very lacking in Attack and Defense, the Magus' high Magic makes it able to inflict huge amounts of damage with its spells.

  • Cleric- Clerics crusade against evil. They can use Techs that heal and aid the party as well as harm dark creatures such as the undead, and are also decent physical attackers. The cleric has greater Magic Defense than the Magus.

  • Barbarian- Has the highest Defense and HP out of all classes and is second only to the Warrior as a physical attacker. Barbarians are built for defending and can utilise a number of physically oriented Techs that cripple the enemy's offense.

  • Ranger- Ranger characters are expert hunters and trackers. They are roughly comparable to Gunners in that they focus mainly on ranged combat but are also able to learn Techs used by enemies.

  • Shaman- Can summon elemental spirits to inflict powerful magic damage on all foes. Shamans are something of a mix between a Cleric and a Magus in terms of their Magic and Magic Defense, but they have a higher Attack stat than either of those classes.

Posts

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Well, I found that leveling up characters like a boss was generally the best strategy. I finished the newest beta a couple days ago with all of my characters at about level 17. I had Lionel as Warrior/Cleric since 1) he doesn't die easily, and 2) most of his attacks don't quite connect anyway. Worked like a charm, especially once I slapped gladiator gear (armor and sword) on him -- draws the aggro away from squishies AND makes him land one whopper of an attack when he does get a go at a boss. I had Aelia, Felix, and Ophelia as the rest of my party (they didn't even need a sub-class).

P.S. I'm not quite sure where to put this, but I had a small game bug involving Lionel's cleric basic heal. I could only heal Marcus for about 8 HP with it, though it healed for the normal amount for every other character. Strangely, the warrior heal (first aid) works fine on Marcus.
Wisdom decreases the effectiveness of healing spells as well as offensive ones. Seeing as how you have Cleric as Lionel's sub class rather than his main, his Intellect probably isn't high enough to bypass Marcus' high Wisdom. I generally get around this by having Marcus be a Cleric to heal himself.
I was wondering because I have just started the second game if there are "callable entities" in this second game. In LW 1 I found these were very useful in certain fights. I really like the class set up,it allows a lot of room for testing different combos and as far as surprises,that really worked for me in LW 1,I was caught off guard a few times. Makes for a much more exciting game. I am going to go play and get to know the flow of the game for a while.

Anunitu
Unfortunately, the summoned allies aren't going to be in Legionwood 2 in the same capacity as they were in Legionwood 1. This is because the party system doesn't work in the same way, and it doesn't have the capability for five members anymore. Summons basically work as elemental area of attack spells now.
I have been working on a stratagem for the first cave in the first town. First thing is as soon as you can get the steal skill for felix,this allows you to gain more items in battles in the cave. What I did was after getting the steal skill,is work right at the beginning of the cave. One thing is to have enough anti-tox handy. Best target for stealing seems to be the scorp,spiders are hard to steal from,and slims also,and they are harder to kill. also equip felix with dual swords. also when you have enough money get the shield earrings for everyone.
I found something interesting,while fighting I did a block,and saw that while blocking you regain some hit points and SP,this led me to use the block as a way to maintain my chars status while fighting. It might turn out to be a good way while fighting,but with higher enemies it might not work as well. As I go forward I will post if this proves helpful in later fights.
I was wondering about the moral aspect in the game,is there a way to see your moral balance in some way? Wondering the effect if you are negative or positive and how that effects play.
Hit chapter two,and some interesting foes.
Caught a bug in the castle while stealing from the Suraph,this is in chapt 2 and is the side quest castle just before you go through the second pass where you fight the two rogues. Here are the details from the crash pop up.

Script "Battle_stealskill" line 1043:nomethoderror occured undefined method "Icon_index" for nil:nilclass

This doesn't always happen,sometimes the steal is ok,so it seems you might have two things to steal,and one brings up this error. It closes the game after you clear the message. Hope this helps,I have found that it is a repeatable crash,so at least it isn't one of those bugs that will drive you crazy trying to track it down. The steal that works is a feather BTW.

I am playing bata 3.2 BTW.
Ah yes, that bug. It's in the current Beta because the Seraph is programmed to have an item that doesn't actually exist -- so a crash occurs. I've fixed it for Beta 4, though it took a long time to iron out.

As for morality, there's no way to actually see what your morality is as such, aside from vaguely gauging it based on how people react to you. I figure it's more surprising and interesting when unexpected consequences occur. I may implement a system that'll allow you to view it in the next Beta, though I actually prefer if the player doesn't know for sure, because then some people will actually strategise playthroughs based on their morality score, and I don't want morality to be treated like a game mechanic.
About beta 4,how close is that. I am watering at the mouth for seeing the next city. I loved the haunted mansion,the castle just before you cross the pass with the two puzzles has me a bit stumped right now. I am also replaying LW 1 because it really is fun,and I have found a few things I missed the first go through.
Hard to put a release estimate on it, really. It was meant to be out in the end of March, and now April's almost over. It's literally 99% complete and just needs some extra tweaking and polishing (and a few of the cutscenes need to be written) but my uni professors keep heaping assignments on me which isn't leaving any time at all to get these things done. So, at the moment, I'm not going to give a date, but to make up for the long wait, I'm adding in a few bits of extra content here and there.

EDIT: I think you'll like the next city. The next chunk of the game centers around adventuring in a desert environment.
Glad to hear it DG,but real life is very important and has a way of grabbing a lot of you down time. I can be patient because i know it will be worth the wait. It gives me time to study monster behavior,and work up some strategies to not get killed by some of them. Even some of the ones that seem no problem can catch you off guard at times. Also it gives me time to know the ones with the best steals on them. The green dragon is a favorite,I thought I had it down to a science in fighting it,and then it killed me several times,or made me escape before it finished me. I was thinking about the escape thing,and remembered a game where escaping had a price. If you ran you dropped a random amount of gold. That might be something to add to the play.
I just noticed that you removed the alchemist class, as well as the person that was going to be an alchemist(I forgot her/his name). I'm sad because I was really excited for the alchemist class. But I'm also excited for the shaman, so I guess I will get over it, but I was really looking forward to that character.
The Alchemist was cut because of scripting issues. It was proving incredibly hard to implement the item mixing that was integral to the playstyle of that class, so regrettably I had to scrap it.

The Shaman was implemented as a replacement in the full game. It's a very versatile class, perfect for use as a base for creating a hybrid physical attacker/caster character.
Once the game is released and I've beaten it, I think I'll make a new class guide. My current one is rather outdated.

Did the Shaman replace the Alchemist? I could have sworn there was once 9 classes.
Actually, the Shaman is the Conjurer. The Alchemist was cut, as it was proving too hard to implement the mixing abilities, and that was basically all the class was. Therefore, I expanded the Conjurer and gave it some extra summons and it became the Shaman.
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